Gaming Masculinity

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Gaming Masculinity

Author : Megan Condis
Publisher : University of Iowa Press
Page : 151 pages
File Size : 51,7 Mb
Release : 2018-05-01
Category : Games & Activities
ISBN : 9781609385651

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Gaming Masculinity by Megan Condis Pdf

In 2016, a female videogame programmer and a female journalist were harassed viciously by anonymous male online users in what became known as GamerGate. Male gamers threatened to rape and kill both women, and the news soon made international headlines, exposing the level of abuse that many women and minorities face when participating in the predominantly male online culture. Gaming Masculinity explains how the term “gamer” has been constructed in the popular imagination by a core group of male online users in an attempt to shore up an embattled form of geeky masculinity. This latest form of toxicity comes at a moment of upheaval in gaming culture, as women, people of color, and LGBTQ individuals demand broader access and representation online. Paying close attention to the online practices of trolling and making memes, author Megan Condis demonstrates that, despite the supposedly disembodied nature of life online, performances of masculinity are still afforded privileged status in gamer culture. Even worse, she finds that these competing discourses are not just relegated to the gaming world but are creating rifts within the culture at large, as witnessed by the direct links between the GamerGate movement and the recent rise of the alt-right during the last presidential election. Condis asks what this moment can teach us about the performative, collaborative, and sometimes combative ways that American culture enacts race, gender, and sexuality. She concludes by encouraging designers and those who work in the tech industry to think about how their work might have, purposefully or not, been developed in ways that are marked by gender.

Gender, Masculinity and Video Gaming

Author : Marcus Maloney,Steven Roberts,Timothy Graham
Publisher : Springer Nature
Page : 109 pages
File Size : 55,9 Mb
Release : 2019-11-23
Category : Social Science
ISBN : 9783030282622

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Gender, Masculinity and Video Gaming by Marcus Maloney,Steven Roberts,Timothy Graham Pdf

​This book examines gender attitudes in Reddit’s popular video gaming community subreddit, r/gaming. Video gaming has long been understood as a masculinised social space and, while increasing numbers of girls and women now engage in the pastime, boys and men remain the predominant social actors. Furthermore, the gaming community has been widely identified as a prime case study in broader concerns around ‘toxic’ masculinity and gendered online harassment. However, there is also underexamined evidence of a growing movement in the community coming forward to voice its collective opposition. Utilising an innovative combination of computational and qualitative methods, the research undertaken here exposes this fuller picture, revealing significant contestation and a spectrum of attitudes that mark out this popular gaming community as a battleground for gender (in)equality. Students and scholars across a range of disciplines, including gender studies, media studies, cultural studies, sociology, games studies and computer sciences, will find this book of interest.

Playing with the Guys

Author : Marc A. Ouellette
Publisher : McFarland
Page : 250 pages
File Size : 52,7 Mb
Release : 2021-05-28
Category : Games & Activities
ISBN : 9781476671390

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Playing with the Guys by Marc A. Ouellette Pdf

A lot of work has been done talking about what masculinity is and what it does within video games, but less has been given to considering how and why this happens, and the processes involved. This book considers the array of daily relationships involved in producing masculinity and how those actions and relationships translate to video games. Moreover, it examines the ways the actual play of the games maps onto the stories to create contradictory moments that show that, while toxic masculinity certainly exists, it is far from inevitable. Topics covered include the nature of masculine apprenticeship and nurturing, labor, fatherhood, the scapegoating of women, and reckoning with mortality, among many others.

Masculinities in Play

Author : Nicholas Taylor,Gerald Voorhees
Publisher : Springer
Page : 291 pages
File Size : 53,5 Mb
Release : 2018-10-06
Category : Language Arts & Disciplines
ISBN : 9783319905815

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Masculinities in Play by Nicholas Taylor,Gerald Voorhees Pdf

This volume addresses the persistent and frequently toxic associations between masculinity and games. It explores many of the critical issues in contemporary studies of masculinity—including issues of fatherhood, homoeroticism, eSports, fan cultures, and militarism—and their intersections with digital games, the contexts of their play, and the social futures associated with sustained involvement in gaming cultures. Unlike much of the research and public discourse that put the onus of “fixing” games and gaming cultures on those at its margins—women, LGBTQ, and people of color—this volume turns attention to men and masculinities, offering vital and productive avenues for both practical and theoretical intervention.

Video Game Chronotopes and Social Justice

Author : Mike Piero
Publisher : Springer Nature
Page : 299 pages
File Size : 47,7 Mb
Release : 2022-01-25
Category : Social Science
ISBN : 9783030919443

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Video Game Chronotopes and Social Justice by Mike Piero Pdf

Video Game Chronotopes and Social Justice examines how the chronotope, which literally means “timespace,” is an effective interpretive lens through which to understand the cultural and ideological significance of video games. Using ‘slow readings’ attuned to deconstruction along the lines of post-structuralist theory, gender studies, queer studies, continental philosophy, and critical theory, Mike Piero exposes the often-overlooked misogyny, heteronormativity, racism, and patriarchal structures present in many Triple-A video games through their arrangement of timespace itself. Beyond understanding time and space as separate mechanics and dimensions, Piero reunites time and space through the analysis of six chronotopes—of the bonfire, the abject, the archipelago, the fart as pharmakon, madness, and coupled love—toward a poetic meaning making that is at the heart of play itself, all in affirmation of life, equity, and justice.

Diversifying Barbie and Mortal Kombat: Intersectional Perspectives and Inclusive Designs in Gaming

Author : Yasmin B. Kafai,Gabriela T. Richard,Brendesha M. Tynes
Publisher : Lulu.com
Page : 320 pages
File Size : 44,7 Mb
Release : 2017-03-21
Category : Masculinity in popular culture
ISBN : 9781365830266

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Diversifying Barbie and Mortal Kombat: Intersectional Perspectives and Inclusive Designs in Gaming by Yasmin B. Kafai,Gabriela T. Richard,Brendesha M. Tynes Pdf

In Diversifying Barbie and Mortal Kombat, the third edited volume in the series that includes From Barbie to Mortal Kombat and Beyond Barbie and Mortal Kombat, we expand the discussions on gender, race, and sexuality in gaming. We include intersectional perspectives on the experiences of diverse players, non-players and designers and promote inclusive designs for broadening access and participation in gaming, design and development. Contributors from media studies, gender studies, game studies, educational design, learning sciences, computer science, and game development examine who plays, how they play, where and what they play, why they play (or choose not to play), and with whom they play. This volume further explores how we can diversify access, participation and design for more inclusive play and learning.

Gaming Sexism

Author : Amanda C. Cote
Publisher : NYU Press
Page : 274 pages
File Size : 47,8 Mb
Release : 2020-09-01
Category : Social Science
ISBN : 9781479802197

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Gaming Sexism by Amanda C. Cote Pdf

Interviews with female gamers about structural sexism across the gaming landscape When the Nintendo Wii was released in 2006, it ushered forward a new era of casual gaming in which video games appealed to not just the stereotypical hardcore male gamer, but also to a much broader, more diverse audience. However, the GamerGate controversy six years later, and other similar public incidents since, laid bare the internalized misogyny and gender stereotypes in the gaming community. Today, even as women make up nearly half of all gamers, sexist assumptions about the what and how of women’s gaming are more actively enforced. In Gaming Sexism, Amanda C. Cote explores the video game industry and its players to explain this contradiction, how it affects female gamers, and what it means in terms of power and gender equality. Across in-depth interviews with women-identified gamers, Cote delves into the conflict between diversification and resistance to understand their impact on gaming, both casual and “core” alike. From video game magazines to male reactions to female opponents, she explores the shifting expectations about who gamers are, perceived changes in gaming spaces, and the experiences of female gamers amidst this gendered turmoil. While Cote reveals extensive, persistent problems in gaming spaces, she also emphasizes the power of this motivated, marginalized audience, and draws on their experiences to explore how structural inequalities in gaming spaces can be overcome. Gaming Sexism is a well-timed investigation of equality, power, and control over the future of technology.

Gaming Sexism

Author : Amanda C. Cote
Publisher : NYU Press
Page : 274 pages
File Size : 41,6 Mb
Release : 2020-09-01
Category : Social Science
ISBN : 9781479802203

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Gaming Sexism by Amanda C. Cote Pdf

Interviews with female gamers about structural sexism across the gaming landscape When the Nintendo Wii was released in 2006, it ushered forward a new era of casual gaming in which video games appealed to not just the stereotypical hardcore male gamer, but also to a much broader, more diverse audience. However, the GamerGate controversy six years later, and other similar public incidents since, laid bare the internalized misogyny and gender stereotypes in the gaming community. Today, even as women make up nearly half of all gamers, sexist assumptions about the what and how of women’s gaming are more actively enforced. In Gaming Sexism, Amanda C. Cote explores the video game industry and its players to explain this contradiction, how it affects female gamers, and what it means in terms of power and gender equality. Across in-depth interviews with women-identified gamers, Cote delves into the conflict between diversification and resistance to understand their impact on gaming, both casual and “core” alike. From video game magazines to male reactions to female opponents, she explores the shifting expectations about who gamers are, perceived changes in gaming spaces, and the experiences of female gamers amidst this gendered turmoil. While Cote reveals extensive, persistent problems in gaming spaces, she also emphasizes the power of this motivated, marginalized audience, and draws on their experiences to explore how structural inequalities in gaming spaces can be overcome. Gaming Sexism is a well-timed investigation of equality, power, and control over the future of technology.

Society and the Internet

Author : Mark Graham,William H. Dutton
Publisher : Oxford University Press
Page : 480 pages
File Size : 50,6 Mb
Release : 2019-07-18
Category : Business & Economics
ISBN : 9780192590657

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Society and the Internet by Mark Graham,William H. Dutton Pdf

How is society being reshaped by the continued diffusion and increasing centrality of the Internet in everyday life and work? Society and the Internet provides key readings for students, scholars, and those interested in understanding the interactions of the Internet and society. This multidisciplinary collection of theoretically and empirically anchored chapters addresses the big questions about one of the most significant technological transformations of this century, through a diversity of data, methods, theories, and approaches. Drawing from a range of disciplinary perspectives, Internet research can address core questions about equality, voice, knowledge, participation, and power. By learning from the past and continuing to look toward the future, it can provide a better understanding of what the ever-changing configurations of technology and society mean, both for the everyday life of individuals and for the continued development of society at large. This second edition presents new and original contributions examining the escalating concerns around social media, disinformation, big data, and privacy. Following a foreword by Manual Castells, the editors introduce some of the key issues in Internet Studies. The chapters then offer the latest research in five focused sections: The Internet in Everyday Life; Digital Rights and Human Rights; Networked Ideas, Politics, and Governance; Networked Businesses, Industries, and Economics; and Technological and Regulatory Histories and Futures. This book will be a valuable resource not only for students and researchers, but for anyone seeking a critical examination of the economic, social, and political factors shaping the Internet and its impact on society.

Toxic Masculinity, Casino Capitalism, and America's Favorite Card Game

Author : Andrew Manno
Publisher : Springer Nature
Page : 215 pages
File Size : 45,8 Mb
Release : 2020-02-19
Category : Social Science
ISBN : 9783030402600

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Toxic Masculinity, Casino Capitalism, and America's Favorite Card Game by Andrew Manno Pdf

Poker is a centuries-old American game. Why has it become so popular in the twenty-first century? What does current interest in the game tell us about ourselves and some of our most pressing social issues? In this timely and thought-provoking book, Andrew Manno offers important insights into the intersection of gaming, gender, and capitalism that illuminate how the shift to a casino capitalist economy—combined with a culture of toxic masculinity—impacts workers and how it has led to the rise of populism in the United States that manifested in the 2016 election of Donald Trump.

The Video Game Debate 2

Author : Rachel Kowert,Thorsten Quandt
Publisher : Routledge
Page : 160 pages
File Size : 47,8 Mb
Release : 2020-11-29
Category : Philosophy
ISBN : 9781000224283

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The Video Game Debate 2 by Rachel Kowert,Thorsten Quandt Pdf

This student-friendly book provides an accessible overview of the primary debates about the effects of video games. It expands on the original The Video Game Debate to address the new technologies that have emerged within the field of game studies over the last few years. Debates about the negative effects of video game play have been evident since their introduction in the 1970s, but the advent of online and mobile gaming has revived these concerns, reinvigorating old debates and generating brand new ones. The Video Game Debate 2 draws from the latest research findings from the top scholars of digital games research to address these concerns. The book explores key developments such as virtual and augmented reality, the use of micro-transactions, the integration of loot boxes, and the growth of mobile gaming and games for change (serious games). Furthermore, several new chapters explore contemporary debates around e-sports, gamification, sex and gender discrimination in games, and the use of games in therapy. This book offers students and scholars of games studies and digital media, as well as policymakers, the essential information they need to participate in the debate.

Rules of the Father in The Last of Us

Author : J. Jesse Ramirez
Publisher : Springer Nature
Page : 150 pages
File Size : 40,7 Mb
Release : 2022-02-15
Category : Social Science
ISBN : 9783030896041

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Rules of the Father in The Last of Us by J. Jesse Ramirez Pdf

Widely regarded by critics and fans as one of the best games ever produced for the Sony Playstation, The Last of Us is remarkable for offering players a narratively rich experience within the parameters of cultural and gaming genres that often prioritize frenetic violence by straight white male heroes. The Last of Us is also a milestone among mainstream, big-budget (AAA) games because its development team self-consciously intervened in videogames’ historical exclusion of women and girls by creating complex and agentive female characters. The game’s co-protagonist, Ellie, is a teenage girl who is revealed to be queer in The Last of Us: Left Behind (DLC, 2014) and The Last of Us II (2020). Yet The Last of Us also centers Joel, Ellie’s fatherly protector. How is patriarchy, the rule of the father, encoded in rule-based systems like videogames? How does patriarchal rule become an algorithmic rule and vice-versa? These questions are at the heart of this book, the first comprehensive scholarly analysis of the zombie apocalypse/ action-adventure/ third-person shooter videogame The Last of Us (2013). On the one hand, the book is a close, extended study of The Last of Us and its themes, genres, procedures, and gameplay. On the other hand, the book is a post-GamerGate reflection on the political and ethical possibilities of progressive play in algorithmic mass culture, of which videogames are now the dominant form.

The Oxford Handbook of Digital Media Sociology

Author : Deana A. Rohlinger,Sarah Sobieraj
Publisher : Oxford University Press
Page : 745 pages
File Size : 44,7 Mb
Release : 2022
Category : Medical
ISBN : 9780197510636

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The Oxford Handbook of Digital Media Sociology by Deana A. Rohlinger,Sarah Sobieraj Pdf

Digital media are normal. But this was not always true. For a long time, lay discourse, academic exhortations, pop culture narratives, and advocacy groups constructed new Information and communications technologies (ICTs) as exceptional. Whether they were believed to be revolutionary, dangerous, rife with opportunity, or other-worldly, these tools and technologies were framed as extraordinary. But digital media are now mundane, thoroughly embedded - and often unquestioned - in everyday life. Digital ICTs are enmeshed in health and wellness, work and organizations, elections, capital flows, intimate relationships, social movements, and even our own identities. And although the study of these technologies has always been interdisciplinary - at the crossroads of computer science, cultural studies, science and technology studies, and communications - never has a sociological perspective been more valuable. Sociology has always excelled at helping us re-see the normal. The Oxford Handbook of Digital Media Sociology is a perfect point of entry for those curious about the state of sociological research on digital media. Each chapter reviews the sociological research that has been done thus far and points towards unanswered questions. The 34 chapters in the Handbook are arranged in six sections which look at digital media as they relate to: theory, social institutions, everyday life, community and identity, social inequalities, and politics & power. More than ever, the contributors to this volume help make it a centralizing resource, pulling together the various strands of sociological research focused on digital media. In addition to providing a distinctly sociological center for those scholars looking to find their way in the subfield, the volume offers top sociological research that provides an overview of digital media to explain our quickly changing world to a broader public. Readers will find it accessible enough for use in class, and thorough enough for seasoned professionals interested in a concise update in their areas of interest.

ECGBL 2021 15th European Conference on Game-Based Learning

Author : Panagiotis Fotaris,Cate Grundy,Marcus Winter
Publisher : Academic Conferences Limited
Page : 128 pages
File Size : 47,5 Mb
Release : 2021-09-23
Category : Computers
ISBN : 9781914587139

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ECGBL 2021 15th European Conference on Game-Based Learning by Panagiotis Fotaris,Cate Grundy,Marcus Winter Pdf

Playful Pedagogy in the Pandemic

Author : Emily K. Johnson,Anastasia Salter
Publisher : Taylor & Francis
Page : 133 pages
File Size : 43,7 Mb
Release : 2022-08-26
Category : Education
ISBN : 9781000640298

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Playful Pedagogy in the Pandemic by Emily K. Johnson,Anastasia Salter Pdf

Educational technology adoption is more widespread than ever in the wake of COVID-19, as corporations have commodified student engagement in makeshift packages marketed as gamification. This book seeks to create a space for playful learning in higher education, asserting the need for a pedagogy of care and engagement as well as collaboration with students to help us reimagine education outside of prescriptive educational technology. Virtual learning has turned the course management system into the classroom, and business platforms for streaming video have become awkward substitutions for lecture and discussion. Gaming, once heralded as a potential tool for rethinking our relationship with educational technology, is now inextricably linked in our collective understanding to challenges of misogyny, white supremacy, and the circulation of misinformation. The initial promise of games-based learning seems to linger only as gamification, a form of structuring that creates mechanisms and incentives but limits opportunity for play. As higher education teeters on the brink of unprecedented crisis, this book proclaims the urgent need to find a space for playful learning and to find new inspiration in the platforms and interventions of personal gaming, and in turn restructure the corporatized, surveilling classroom of a gamified world. Through an in-depth analysis of the challenges and opportunities presented by pandemic pedagogy, this book reveals the conditions that led to the widespread failure of adoption of games-based learning and offers a model of hope for a future driven by new tools and platforms for personal, experimental game-making as intellectual inquiry.